var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: 
create, update: update });
var player;
var platform;
var cursors;
var stars;
var score = 0; 
var scoreText; 

function preload() { 
	
 game.load.image('sky', 'assets/sky.png'); 
 game.load.image('ground', 'assets/platform.png'); 
 game.load.image('star', 'assets/star.png'); 
 game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
	
} 

var platforms; 

function create() {
	
 // A simple background for our game 
 game.add.sprite(0, 0, 'sky'); 
 // The platforms group contains the ground and the 2 ledges we can jump on 
 platforms = game.add.group(); 
 // Here we create the ground. 
 var ground = platforms.create(0, game.world.height - 64, 'ground'); 
 // Scale it to fit the width of the game (the original sprite is 400x32 in size) 
 ground.scale.setTo(2, 2); 
 // This stops it from falling away when you jump on it 
 ground.body.immovable = true; 
 // Now let's create two ledges 
 var ledge = platforms.create(400, 400, 'ground'); 
 ledge.body.immovable = true; 
 ledge = platforms.create(-150, 250, 'ground'); 
 ledge.body.immovable = true;
  
 // The player and its settings 
 player = game.add.sprite(32, game.world.height - 150, 'dude'); 

 // Player physics properties. Give the little guy a slight bounce. 
 player.body.bounce.y = 0.2; 
 player.body.gravity.y = 6; 
 player.body.collideWorldBounds = true; 

 // Our two animations, walking left and right. 
 player.animations.add('left', [0, 1, 2, 3], 10, true); 
 player.animations.add('right', [5, 6, 7, 8], 10, true);

 cursors = game.input.keyboard.createCursorKeys();
	
 stars = game.add.group(); 
 // Here we'll create 12 of them evenly spaced apart 
 for (var i = 0; i < 12; i++) 
 { 
 // Create a star inside of the 'stars' group 
 var star = stars.create(i * 70, 0, 'star'); 
 // Let gravity do its thing 
 star.body.gravity.y = 6; 
 // This just gives each star a slightly random bounce value 
 star.body.bounce.y = 0.7 + Math.random() * 0.2; 
 }
 
 scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
 	 
} 

 

function update() { 
	
 // Collide the player and the stars with the platforms 
 game.physics.collide(player, platforms);
 game.physics.collide(stars, platforms);
 
 game.physics.overlap(player, stars, collectStar, null, this);
 
 // Reset the players velocity (movement) 
 player.body.velocity.x = 0; 
 if (cursors.left.isDown) 
 { 
 // Move to the left 
 player.body.velocity.x = -150; 
 player.animations.play('left'); 
 } 
 else if (cursors.right.isDown) 
 { 
 // Move to the right 
 player.body.velocity.x = 150; 
 player.animations.play('right'); 
 } 
 else 
 { 
 // Stand still 
 player.animations.stop(); 
 player.frame = 4; 
 } 

 // Allow the player to jump if they are touching the ground. 
 if (cursors.up.isDown && player.body.touching.down) 
 { 
 player.body.velocity.y = -350; 
 }
	
}

function collectStar (player, star) { 
 
 // Removes the star from the screen 
 star.kill(); 
// Add and update the score 
 score += 10; 
 scoreText.content = 'Score: ' + score;

}